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These Adorable Final Fantasy Totes and Pouches Are Up For Preorder

It makes sense that a long-running franchise like Final Fantasy would have plenty of merch for fans to buy. But while a lot of it is just for show, there’s plenty of more practical stuff available as well, like these cute tote bags, small pouches and a shoulder strap for your phone that are now available to preorder. All of these items are adorned with iconic Final Fantasy critters like cactuars, tonberries and moogles. The designs are understated and charming, without any particular frills, making them perfect for a variety of uses.

Preorder Final Fantasy tote bags, pouches and smartphone straps

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While all of these bags are available for preorder, none have from release dates yet. Amazon says they’ll ship in January 2025, but the Square Enix store says October. In any case, all of the items are cheaper on Amazon. Fortunately for us, these items don’t seem priced to break your piggy bank.

In the meantime, if you’re looking for more Final Fantasy-themed merch, be sure to check out these collectible Final Fantasy VII figures that are also available for preorder. If you’re looking to check out the latest games in the series, you can grab Final Fantasy XVI for $45 at Amazon right now (down from $50), which just saw the new The Rising Tide expansion DLC drop on April 18 that adds a whole new gameplay chapter and a new Eikon power for players to master. There’s also the second part of the Final Fantasy VII remake trilogy, Final Fantasy VII Rebirth, that launched on PS5 earlier this year, and the upcoming Dawntrail expansion for Final Fantasy XIV online that drops June 28.

Music Legend K.K. Slider Announces Lego Animal Crossing Tour

Lego has revealed the latest character to join the Animal Crossing collaboration. Starting on August 1, people will be able to collect the legendary artist known as K.K. Slider.

The news comes the official Lego X/Twitter account where it posted a video of Slider jamming out, and it reads:

“K.K. is bringing some extra groove to the LEGO Animal Crossing range from August 1!”

Based on the video it appears that Slider will be a part of a set that includes the town hall from the game. There’ll also be another set inspired by Dodo Airlines.

It is worth mentioning that even though Slider is known for his voice and guitar-playing skills, he won’t be able to move or sing. In the video, LEGO made it a point to have the words ” K.K. minifigure doesn’t actually sing or move” at the bottom, meaning that the company has stripped him–and all earthkind–of his greatest gift. Even though Slider will be without a voice, he’ll still look great in any Animal Crossing set.

LEGO originally announced the Animal Crossing crossover late last year, but people weren’t able to buy any sets until a few weeks ago in March. There are various sets people can purchase, some of which include Isabelle’s House Visit, Kapp’n’s Island Boat Tour, Crossing Bunnie’s Outdoor Activities, and many more.

It’s also worth noting that Animal Crossing isn’t the only collaboration LEGO has had this year. Early this month, LEGO teamed up with Wizards of the Coast to create a massive Dungeons & Dragons set. The set includes iconic D&D monsters such as The Beholder, Gelatinous Cube, and the Owlbear.

Manor Lords Is Coming To Xbox, But Not Confirmed Yet For PlayStation

Manor Lords, the medieval strategy game made by one person, is crushing it on Steam where it’s the top-selling game overall and inside the top 10 for most-played with more than 138,000 concurrent players. And this is to say nothing of its performance on PC Game Pass. Given the huge amount of interest in the game, many might be wondering if it’s coming to console.

The game’s developer said on social media that he is working with publisher Hooded Horse on an Xbox version. As of late March, the developer said work would commence “as soon as possible.” As for a potential PS5 edition, the developer said, “We’re still talking about it.” There is no word yet on a possible console edition of Manor Lords for Nintendo Switch.

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Now Playing: Manor Lords – Official Medieval City Builder/RTS Launch Trailer

Again, these posts were published on March 24, so it’s possible things have changed since then. However, given the success of Manor Lords so far on PC, it makes sense that there might be a financial motivation on the publisher’s part to expand the game to a bigger audience by way of a console edition. Keep checking back with GameSpot for the latest.

In a post celebrating the launch of Manor Lords, the game’s developer said on Reddit that they want people to leave reviews, whether they’re enjoying the game or not. The game is available through Early Access/Game Preview, and the developer wants to gather feedback.

“Most players don’t leave reviews. Or worse, people who had a bug will leave a negative review, while people who just had a great, good or even OK time, won’t leave a review. Please leave a review,” the developer said. “And I understand it’s going to be a mix of positives and negatives especially in that first month. I’m prepared! The game is early access for a reason and I’m very confident that it will only get better. I promise to work hard.”

Manor Lords is available at a 25% discount for the first two weeks, dropping the price down to $30. PC Game Pass users, meanwhile, can play the game as part of their membership.

Fallout 4 Crucible: How To Get The Heavy Incinerator

There are a couple of new weapons available in Fallout 4 following the release of the next-generation update. One of them is the Tesla Cannon, which is looted through the Best of Three quest as well as the Echoes of the Past quest, giving you two chances to acquire it. The other weapon is the Heavy Incinerator, which is only obtainable through completing the Crucible quest.

To see exactly how to start and finish the Crucible quest in Fallout 4 so you can wield the Heavy Incinerator, take a look at the guide below.

Starting the Crucible quest in Fallout 4

First off, if your character has already progressed through some of the story in Fallout 4, the Crucible quest and all the other next-gen update content should be immediately available after downloading the update. However, players on new saves have to reach a specific point in the story before they can partake in all of the fresh content.

Approaching Saugus Ironworks

In any case, once you can start the Crucible quest, track it in your quest log. You’ll see that your first objective is to investigate Saugus Ironworks, located on the map’s eastern side, just south of The Slog. Upon reaching Saugus Ironworks, you’ll have to deal with a few enemies out in front of the building. Once they’ve been dispatched, head inside and defeat some more enemies that are located on the ground floor and on the platforms that go across the interior of the building.

The terminal that opens the door inside the ironworks building

Your goal inside is to reach a door on the upper level that’s locked via a terminal. Hack into the terminal to open the door and then find an enemy named the Forged Keeper. Defeat the Forged Keeper, who’s wielding a Flamer, and loot their body to find the Forged Keeper’s Note.

After reading the note, you’ll learn that the Forged acquired the Incinerator and tested it on their new recruits. The Keeper also scolded one of the recruits for trying to cheat the testing, and they said they put the evidence against this cheating recruit in a toolbox upstairs. When you read the note, a new quest marker appears that leads you to this toolbox, which requires Expert Lockpicking to get inside.

Killing the Forged Keeper

The toolbox contains a note from the cheating recruit, explaining that they tried to use some flame-resistant power armor legs not to get burnt by the Incinerator. The recruit says they buried the power armor legs below the crucible in the ironworks building. To get beneath the crucible, make sure you loot the Smelter Console Password from the toolbox and then head down to the ground floor to press the Molten Metal Flow Control button. You can also step into the Raider Power Armor suit that’s located behind the button and then go back upstairs to the Smelter Terminal.

Pushing the Molten Metal Flow Control button

Use the Smelter Console Password at the terminal and move the crucible from its resting place. This makes the crucible move forward on the ground floor and reveals the spot where the recruit hid the power armor legs. However, the recruit only managed to hide the blueprints for the flame-resistant power armor legs, meaning you need to craft the mod for each leg.

Digging up the recruit’s power armor mods

Fortunately, you can use the nearby power armor station on your new Raider Power Armor to build and attach the flame resistant legs. Just go over to the station, hop out of your power armor, press the “Craft” button on the station, and then go down to the right and left legs. Here, you can attach the flame resistance mod in the “Misc Mod” section. Don’t worry about the crafting materials for the flame-resistant leg mod, as the game automatically lets you craft it for each power armor leg.

With your new legs attached to the power armor suit, head over to the open smelter on the other side of the room, dip your toes into the flames, retrieve the Incinerator hanging by a chain, and get out. If you try to go into the smelter without using the flame-resistant power armor legs, you die instantly.

Stepping into the fire for the Incinerator

If you did everything right, you now have the Ghoul Slayer’s Heavy Incinerator. This completes the Crucible quest in Fallout 4.

Game Reviews

Final Fantasy 16: The Rising Tide Review – Riding The Wave

It’s always a bit weird to go back to a game you finished for story-centric DLC, especially when the base game had a pretty definitive ending. However, those that have just a little bit more left in the tank can take the opportunity to give a game you really loved one more high note to end on. I often think of the Mass Effect 3 Citadel DLC as the best example–an oddly placed, yet near-perfect send-off. Final Fantasy XVI: The Rising Tide evokes similar feelings in that I was just happy to have an excuse to revisit that world and spend a bit more time with characters I cherished. While it does largely play out like more Final Fantasy XVI content, The Rising Tide fills in a few blanks left behind and lets you wield two new Eikons in a questline that reaches similar heights of the original game.

The Rising Tide questline is slotted into FFXVI right before the main game’s point of no return, making it feel like an impromptu diversion at a critical point in the story. That said, it is necessary, as many of the events leading up to the DLC provide the context around its story. As Clive, you and the crew are invited to visit a region called Mysidia–a quiet area tucked away in the north and cloaked under the veil of powerful magic to both conceal itself from the rest of the world and maintain a facade of bright blue skies. It’s a new area for the game that has its own interesting, isolated society and lets you explore a relatively small but vibrant region, and its stunning views remind you of how FFXVI uses its technical strengths to paint a vibrant and enticing world.

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Now Playing: FINAL FANTASY XVI – The Rising Tide DLC Release Date Trailer

Much of FFXVI was visually dour given its grim nature, so Mysidia’s tropical tinge is a refreshing contrast. But this isn’t a vacation for Clive–The Rising Tide revolves around the history of Leviathan as an Eikon that, like every other Eikon, was wielded in bad faith. Through the main scenario quests and sidequests, you learn about the people of Mysidia, their way of life, and their particular relationship with Leviathan. The people are self-sustaining and treat magic quite differently from the rest of Valisthea, and their leader, Shula, embodies their ethos as she accompanies you throughout the DLC. She’s not exactly a standout character in the grand scheme of things, but she is a solid anchor for The Rising Tide and provides a good enough excuse for dragging Clive off the beaten path. It’s a twist to the typical FFXVI plot beat and comes around to be a rather sweet story about breaking generational curses in a way that lends itself more to FFXVI’s softer side.

That’s not to say The Rising Tide doesn’t go hard, because like the base game, its blend of intense boss fights woven into impressive cinematic cuts remains the foundation here. Along with the new region are an additional dungeon and another larger-than-life Eikon battles. While the dungeon itself is quite short, the boss fight that awaits at the end of it features some clever and inventive mechanics that even impressed the Final Fantasy XIV Savage raider in me. FFXVI’s base game shares a lot of similarities with the MMORPG in terms of battle mechanics, and this remains true here, but a few twists caught me off guard and left me grinning when I was able to overcome them. And even if I could see it coming from a mile away, the build-up to another climactic Eikon battle and the arduous fight itself brought back that specific feeling of hype FFXVI was so damn good at evoking. The telegraphing of certain mechanics in the EIkon battle aren’t always great, so there is some trial-and-error as you bang your head against the wall to get through it. Still, figuring out how to resolve the mechanics along with pulling off nasty, weighty attacks as Ifrit was as gratifying as ever, matching the best of what the original game had to offer.

As a chapter all about Leviathan, being able to use the power of the iconic serpent is a definite highlight. Creative Business Unit III really said, “What if we gave Clive a gun?” and that’s essentially what they did. Leviathan is a projectile-focused Eikon power that has its own unique mode that turns Clive’s arm into a shotgun capable of blasting lethal chunks of water, and boy, does it melt away enemies’ stagger meter. For cooldowns, you also get a rapid-fire bubble blast and wave-like ability that starts from the sides and crunches small enemies together, making them easy targets for shotgun blasts or any other AoE spell you have lined up. There’s a satisfying feedback to landing shots and weaving between Leviathan’s moveset, and it’s great to see that FFXVI brand of action combat still had room for creative ideas.

On top of that, you also get to wield Ultima as an Eikon power, which allows Clive to hover with wings that can also violently swipe at mobs of enemies. Many of the cooldown abilities with Ultima are heavy and dramatic displays of power that aren’t exactly conducive to swiftly weaving into an attack rotation–if you just want to disrespectfully pummel enemies, Ultima is the Eikon for you. Ultima is unlocked by starting up the new content called Kairos Gates, which is part of the DLC’s package. It’s a run-based combat challenge where you gradually build Clive with boons and enhancements to help make it through a genuinely tough gauntlet of enemy hordes and remixed bosses. The menus and sound effects between rounds are encased in an old-school Final Fantasy presentation which is a cute touch, but these fights are anything but cute. If you’ve been wanting FFXVI to up the difficulty, it’s a decent, albeit straightforward, way to get more out of its combat.

The Rising Tide contains a handful of sidequests to fill out Mysidia, which offer rewards or unlock features for the region. These range from talking to NPCs, fetching items in the world, taking out certain targets, or some combination of those things–mostly continuing the typical FFXVI quest design, which wasn’t exactly its strong suit. Not that it’s surprising, but many of the conversations in the DLC still have that odd, stiff style of conversation via a cutscene that stood out like sore thumbs in the original game. It’s another one of those FFXIV-isms that don’t quite hold up when used in a highly produced, prestige-style game.

However, the DLC does use sidequests effectively in a few key ways. For one, they tend to be more combat-focused so they’re opportunities to sharpen those new Eikon-wielding skills. But after the DLC’s main scenario is done, a new batch of sidequests pop up to let the overall story breathe, and they’re vital for giving Shula and the people of Mysidia closure. I’m a bit shocked these are marked as sidequests considering how impactful they are in contextualizing The Rising Tide. And while the reward for completing all of it isn’t necessarily a tangible one, it’s an emotional payoff that provides instead brings some much needed warmth to FFXVI’s dark world.

The wonders of Mysidia are also represented in the new music for The Rising Tide. To the surprise of absolutely no one, composer Masayoshi Soken and his team were cooking once again. The main village of Haven has a catchy yet sorrowful acoustic tune that wonderfully captures the setting, and the beautiful overworld theme struck me as an extension of the bittersweet feelings I had playing through parts of FFXIV: Endwalker. The dungeon theme incorporates light electronic elements to communicate something inexplicably magical about the environment while also calling back to the main leitmotif used throughout FFXVI, as if to wrap the whole journey together through sound. While the Eikon boss battle theme is among the explosive and impressive tracks to hype you up in the moment, it’s the more calming music, where the emotional nuances of the adventure are delivered through the notes that make up the songs.

Playing through The Rising Tide was bittersweet. For all its flaws, I have a deep fondness for Final Fantasy XVI, so I was happy to have a strong hook to bring me back to Valisthea, even if it was a rather short-lived journey that wrapped up just as I was starting to vibe with the new setting, abilities, and characters. In several ways, The Rising Tide offers something I wish the original game had a bit more of in its story: vibrance and warmth. FFXVI was outwardly grim and dark–fitting what it was going for. But having this contrast that complements the core themes of the original game was a real treat, especially with some great gameplay twists along the way. The Rising Tide is an easy recommendation for those who enjoyed the base game, and a damn fine way to send off FFXVI.

Eiyuden Chronicle: Hundred Heroes Review – One In A Hundred

In the years since the explosion of game crowdfunding, a stigma has emerged surrounding these titles. Yes, there have been plenty of games that enjoyed great success after their crowdfunding campaigns, but more people remember the high-profile flops: games with big names and ambitious promises attached that, for a variety of reasons, betrayed the high hopes fans held for them. Many of these were revivals–spiritual or otherwise–of beloved series from ages past. Now we have Eiyuden Chronicle: Hundred Heroes, a crowdfunded game designed to carry the torch of the much-beloved Suikoden series from the PS1 and PS2–and, with such a high pedigree attached, there’s understandable trepidation: Will this be a glorious return to form, or another disappointment? Fortunately, for us (and all of the backers), it turned out wonderfully.

Gallery

Eiyuden Chronicle begins when a young man named Nowa joins the Eltisweiss Watch, a small militia unit under the command of Countess Perielle of the League of Nations. On a joint mission with a military team from the Galdean Empire, the Watch discovers a powerful, ancient artifact, the Primal Lens, earning everyone involved instant renown. However, it’s not long before squabbling between the Empire and League over the device, along with internal power struggles in the Empire, erupts into an invasion of Eltisweiss and a full-blown war. As the scope of the conflict expands, so does the story: Nowa rebuilds a resistance army in an abandoned castle, Imperial military prodigy Seign struggles with his feelings of obligation, friendship, and loyalty, and a young warrior woman named Marisa finds her clan caught in the middle.

The story doesn’t shy away from its similarities to games in the Suikoden series. In several ways, it outright embraces them: a story that branches into multiple viewpoints, loyalties among friends being tested during war, internal political intrigue, powerful magic runes being a crucial plot device, and, most obviously, the conceit of building a huge band of warriors to take on an even bigger enemy. The story was helmed by Suikoden creator and writer Yoshitaka Murayama (who sadly passed away shortly before the game’s release), and it brims with the warmth, wit, and plot twists that made the early Suikoden titles so engaging and memorable.

Throughout the game, you’ll be on the lookout for more characters to bolster the ranks of the Watch and, eventually, help build a base for the Resistance army. Some characters are easy to find and recruit, but others will require some searching or additional effort: You may have to go back to a town or dungeon from much earlier in the game, locate a rare item, play a minigame, or fend off a vicious foe to get someone to join the crew. Searching for heroes is a lot of fun (and much easier once you get the fast-travel ability), and the reward of seeing your base grow and improve with the efforts of your new comrades is immensely satisfying.

But the characters themselves are often their own reward. Despite having such a large cast, Eiyuden Chronicle manages to give each character their own unique voice and personality. They don’t just fall into the background once their recruitment arc is over, either; they’ll comment on current story events while they’re in your party, chatter as you explore towns, and interact with other characters at the base and elsewhere on your travels. Sometimes they’ll show up to add extra flair when you least expect it, like when they get dragged into judging a cooking competition.

Aside from giving you a good amount of freedom to search for friends when you feel like it, Eiyuden Chronicle’s story progression is similar to the typical JRPG: mostly linear with major setpieces and battles to highlight key story points. You’ll go through the usual dungeons, deserts, tundras, forests, and mines, sometimes needing to solve puzzles to progress. While most of the puzzles are pretty simple, they can sometimes be more obnoxious than intended due to random enemy encounters interrupting things at the worst possible times. Still, the dungeon design is solid and exploration is generally rewarding.

Despite having such a large cast, Eiyuden Chronicle manages to give each character their own unique voice and personality

Combat is also heavily based on the Suikoden games: turn-based, with up to six active party members at a time, plus a seventh support member who can grant passive benefits like stat boosts or money gain. Characters can have both skills based on SP (which regenerates over time) and MP (which needs items to restore), and each be changed based on the runes that character has equipped. Placement is key: Some attacks and skills won’t reach far beyond the front row, while some less-armored characters work better in the back–and there are also skills that target entire rows. One distinct combat element carried over from Suikoden is multi-character team attacks that require two or more characters with some sort of connection to be in the party together, who can then perform a tandem specialty attack.

Not every character in your army is available to fight, but you’re still given a very wide selection of party members to pick from to fight the way you prefer. You’re probably not going to use every single character you recruit in combat, and that’s fine–seeing who you click with and building them up generally works well. And if you do need to bring a character you’ve been neglecting up to snuff, a graduated XP system works to get them to parity with your high-level warriors quickly. A bit of auto-battling and they should be set.

Boss battles are where things get interesting. Many boss fights in the game come with some sort of interactable gimmick that changes the way you approach the battle. These can be objects to hide behind to avoid damage, background objects that cause damage to either you or the opponent based on who gets to it first, or even a treasure lying just beyond a row of foes. Sometimes these gimmicks are really fun and clever, like a boss who gets knocked off-balance when one of the lackeys hoisting them on their backs is felled, leaving it defenseless. Sometimes it’s miserable, like needing to guess which side of the arena the enemy will appear on to hit a book and deal extra damage, missing entirely if you guess wrong. When the gimmicks are good, they make for very fun fights, but when they’re not, you’ll be longing for more straightforward combat. And sometimes the boss is simply a big difficulty spike in general, leaving you in a very bad situation if you come in ill-prepared.

Gallery

By far the worst combat experience, however, are the large-scale army battles. These play out like a turn-based strategy game, with your party members commanding armies and moving around a grid, but lack any of the fun and excitement you’ll find in a dedicated strategy-RPG. You spend most of the time just watching things happen, feeling like you have very little control over the proceedings as the armies you moved around, slowly engage the enemy. You’re left hoping they’ll do more damage than the opposition so you can go back to the fun parts of the game instead.

Overall, Eiyuden Chronicle hits the retro-RPG sweet spot nicely. It’s focused on delivering that warm, comforting feeling of a classic JRPG, and even all of the side distractions–the card minigame, the weird Pokemon/Beyblade hybrid top minigame, the raising/racing sim, even commodities trading–don’t distract too much from the game’s prime mission. Add some gorgeously painted and animated spritework and a stellar soundtrack into the mix, and you’ve got a delightful experience that sometimes falters, though not enough to make you put it down. Eiyuden Chronicle: Hundred Heroes might not be revolutionary, but it successfully delivered on its core promise–and that’s really all it needed to do.

Ereban: Shadow Legacy Review – Way Of Shadow

In what feels like a spiritual successor to 2016’s Aragami, Ereban: Shadow Legacy transforms you into a deadly shadow that can become one with the darkness–the ultimate stealth operative. The game doesn’t quite deliver the necessary challenge to make for a successful stealth game, however, as the first trick you learn will get you through the entire game without a hitch. It does far better on the platforming front, and though its cast of characters could have used some fleshing out, the futuristic sci-fi world they inhabit is cultivated with colorful sights and intriguing snippets of lore.

As its name implies, Shadow Legacy’s main gimmick is its use of shadows. You play as Ayana, the last of the titular Ereban, a people who possess the innate ability to become one with and manipulate shadows. Using her shadow merge ability, Ayana can sink into shadows to creep past enemies, slink up walls, and dispose of bodies, encouraging you to stick to the shadows where your toolbelt is at its strongest. Alongside these shadow abilities, Ayana has an assortment of advanced gadgets–some are always useful like a recon pulse that marks enemies and items through walls, while others are more situational like mines that stun targets–which work regardless of the lighting situation.

Light is Ayana’s enemy–you don’t want to stay in it for too long.

I initially thought that this would present plenty of opportunities and strategies to sneak past enemies, most of whom will take out Ayana in a single hit. There’s a healthy variety of foes who want to take her down–standard enemies don’t pose much threat beyond the flashlight they carry to take away your darkness, but the more adept snipers can spot you from afar and the stealthy droids who can go invisible can ruin your day if you’re not taking time to look for the telltale shimmer. And then there are the human enemies who present a moral quandary rather than a gameplay one–while the mechanical droid-like enemies that dominate each level can be killed with impunity, murdering the living and breathing human workers will negatively impact Ayana’s morality and others’ perception of her (which I’ll touch on a bit more later).

Unfortunately, Ayana’s natural ability to merge into the shadows and traverse unseen is very powerful–so powerful, in fact, that you don’t really need to rely on anything else. The enemies aren’t very smart either, so they’re easy to avoid even if you solely rely on shadow merge. This means that it’s actually quite easy to go through the entire game without being seen or resorting to lethally cutting down humans, making for a stealth game that doesn’t quite give you enough opposition to challenge you to think critically when it comes to circumnavigating a threat. There aren’t any difficulty settings to make the enemies smarter or more plentiful either–though you can adjust how many environmental guides show up in each level (purple lamps or purple paint that point you in the general direction you have to go, for example).

It’s pretty easy to get past guards when you can move along walls.

Shadow Legacy teases you with a tantalizing view of what it could be in its third chapter, briefly breaking free from its otherwise linear stealth levels to give you a playground in which you can tackle an assortment of missions in any order within an open area. Within this open space, you have more of a choice in how you approach each assignment instead of being funneled through a more linear challenge. Mistakes have a more drastic impact because you’re not moving from one area to the next–it’s all one big connected location, where your actions can snowball into unintended effects. Ayana’s assortment of abilities and gadgets also have way more utility in this level. The binoculars used for scouting and mapping enemy movements are way more valuable in a giant open space than in an enclosed laboratory or city street, for instance. The game never opts for this format again, however, and in doing so it leaves me wishing for what might have been.

To the game’s credit, the back half of Shadow Legacy has some creative set pieces from a platforming standpoint, with one section in particular that I adored for how well it challenged and encouraged me to utilize all I had learned up to that point in one fast-paced gauntlet. Shadow merge can be used to eject out of shadows to make otherwise impossible jumps or interact with the environment to solve simple riddles–skills that apply to challenges that steadily get more complex as the game goes on. Even if Shadow Legacy falls short of being a great stealth game, it’s a good platformer. The environmental elements create an assortment of shadows–some oddly shaped, others that move, and still more that can be altered–and figuring out how to reach an out-of-the-way platform is sometimes a puzzle within itself, made trickier and more rewarding to solve given the stamina meter tied to Ayana’s shadow merge. Not only do you have to figure out which shadows to move or follow or jump between, but you also usually have to do it in a timely manner.

Character development feels rushed in Shadow Legacy, especially when it comes to the supporting cast.

In service of these platforming challenges, Shadow Legacy features a colorful diversity of locales, ranging from an outpost in the desert to an autonomous factory. My favorite is an urban street that hints at the human life that once populated it, now devoid of any movement save for the autonomous drones that patrol the streets and promise that this is for the best. Sporadic graffiti and text logs hint at the growing loss of autonomy among the human citizens leading up to the corporate takeover that promised everyone a better life. It’s such an eerie level, framed against the setting sun that’s causing the street to slowly be encroached by shadow. It feels fitting that Ayana uses those same shadows to sneak her way past the guards searching for her, paralleling how the oppressive regime’s efforts can’t stop the resistance–they squeezed so much life out of this one city block that now there’s no living soul to report Ayana to the authorities, just dumb, easily-fooled machines.

Guiding Ayana through these challenges is a story that never quite gets room to breathe. Initially trapped by an AI-controlled entity hellbent on using her powers for some unknown purpose, Ayana finds herself quickly working with the resistance seeking to free themselves from corporate tyranny. Ayana is hesitant to work with them, having heard they’re nothing more than terrorists but agrees to use her unique skillset to help on the condition that the group gives her everything they know about the Ereban people. There are some interesting, albeit familiar, narrative themes here, but Shadow Legacy rushes through them–Ayana buys into the resistance’s cause remarkably quickly, for example, despite being given no catalyst to do so.

This is my favorite area in the game. It’s so beautiful and yet so eerie.

In the game’s third chapter, Ayana is warned to spare humans so as to help alleviate the accusations that the members of the resistance are terrorists. This is the game’s morality system, shifting the coloring of Ayana’s design toward shining white or sinister purple depending on how bloodthirsty you play her. As far as I can tell, the ramifications of this only impact one small moment in the final level of the game–it’s not much of a narrative payoff.

At certain points in the story, Ayana can upgrade her shadow powers and you have a choice of whether to unlock new branches on one of two skill trees. One branch leans toward non-lethal abilities, like cushioning your footsteps, while the other opts for skills that make you a better killer, like making it easier to hide bodies so your deeds aren’t discovered. This creates some fun replayability as it’s impossible to fully unlock both branches in a single playthrough, but, again, shadow merge is just too strong. The new powers are cool, but I never had to use them, as shadow merge makes it fairly easy to sneak through a level without being spotted. Granted, I opted for a nonlethal run. It’s possible that if I had aimed for a playthrough where I killed everything that moved, I’d have needed to rely on more of the powers that hide bodies or kill multiple enemies at a time in order to not alert guards that something was wrong.

Ereban: Shadow Legacy sits in a weird place for me. As a stealth game, it rarely challenged me, reducing protagonist Ayana into a one-trick pony that could sneak past any target with the same shadow merge skill every time. But as a platformer, Shadow Legacy incorporates some entertaining puzzles that grow increasingly complex and rewarding to overcome. I never quite managed to connect to Ayana’s journey against the autonomous overlords planning to doom an entire civilization, but I had a lot of fun slinking up walls and exploding out of the darkness, striving to time my jumps with the movement of a windmill and the rotating shadow it was casting. Those nail-biting moments are the ones that stuck with me, not the dozenth time I slunk past an unsuspecting droid.

Another Crab’s Treasure Review – Shellden Ring

To stand out as a Souls-like these days, a game needs to either reach similar heights as the genre’s namesake when it comes to gameplay, or have a compelling new spin on the genre. While Another Crab’s Treasure gets close on the combat front, its excellent 3D platforming are what help distinguish it. Combining those gameplay elements with a genuine, if perhaps slow to start, story about a crab named Kril, who starts as a loner just wanting to get his shell back and go home, but instead finds a greater understanding of the vast ocean, makes for a fun take on the genre.

The game kicks off with Kril’s shell being repossessed as a tax by a wealthy monarch, but this setup is mainly used as an excuse to send him on a treasure hunt across the ocean. Kril’s story during Another Crab’s Treasure is a particularly strong aspect of the game. While initially framed as a tale about Kril breaking out of his routine and finding renewed purpose, it eventually tackles the ocean’s ongoing pollution problems, taking the narrative to a place that is bleak yet also genuine. Where Kril finds himself by the end isn’t one of those overdone happy endings, but instead a far more complicated place that feels true to some of the game’s more dour themes.

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Now Playing: Another Crab’s Treasure – Announcement Trailer

The game is broken up into large levels, filled with both enemies and platforming challenges, that you need to explore to find an objective, such as a piece of a treasure map, or reach a far-off structure. The levels are well-designed, with combat and platforming flowing together seamlessly. There are a few places where the brutality of Another Crab’s Treasure does overdo it–such as during platforming sections overlooked by ranged enemies–which results in unwelcome difficulty spikes. Trying to navigate these areas while not getting blown up by ranged attacks that take away a third of your health goes from difficult to frustrating, but this only happens in a handful of instances.

Another Crab’s Treasure provides very little guidance in these open levels. There is no objective marker, nor a place where you can see what your current objective is at a glance. The only direction comes from cutscenes in which characters explain your next goal, or by speaking to characters in the level, which is fine most of the time. However, there were a few instances where something as simple as seeing the current objective would have saved a headache.

In the factory area, for example, you can find a puzzle that leads to the next section of the map, and while you can interact with it if you find it early, you can’t actually solve it. But, because I couldn’t check my current objective, it wasn’t clear that I needed to head elsewhere. Another puzzle has you use a magnet for platforming. Naturally, a metal shell is required to do this, but you also have to hold the block button for it to activate, which a nearby NPC takes joy in not telling you, a reflection of the aloof characterization of characters found throughout Another Crab’s Treasure, although it loses some charm here due to the frustration of unclear mechanics. These small hiccups take away from level design that is otherwise strong overall and typically guides you without the need for objective markers.

The platforming, however, sings thanks to a simplistic approach. You have a limited toolset that enables you to grapple between points, hover jump over perilous falls, and climb nets, all of which are introduced early in the adventure. The platforming challenges instead come from the addition of increasingly tricky obstacles and length of the platforming sections, with the demands building alongside your own platforming skill. There is also some nice leeway when it comes to platforming, as falling only takes a chunk of health instead of instantly killing you, providing just enough of a safety net that you aren’t forced to take it slow and can instead let the movement really build momentum. There were a few instances of objects in the environment catching or stopping my movement in a way that felt unintentional, but it wasn’t a prevalent issue.

Where Kril finds himself by the end isn’t one of those overdone happy endings, but instead a far more complicated place that feels true to some of the game’s more dour themes

The combat should feel familiar for anyone who has played one of these hard 3D action games. It has mechanical mainstays, such as dodges, blocks, and parries, but where Another Crab’s Treasure distinguishes itself is through the use of shells. Since Kril has lost his shell, he can use miscellaneous objects found throughout the ocean as a replacement, so he’s able to equip anything from soda cans to sushi rolls and even party poppers. Each shell has its own defense value and other various stats, like increased physical or skill damage, along with a special move that you can use in combat. These special moves can be a projectile attack, like the fizz from a soda can, or a status effect like an electrically charged can, which deals damage when you get hit. Crucially, these shells break frequently, forcing you to adapt based on which shells are available nearby.

Each shell has an armor meter of various sizes, which is reduced each time you block or take damage. Unless you unlock and execute the parry, your shell will always take damage during combat and break. This extra layer adds some depth to the combat, forcing you to always be on the lookout for a fresh shell when exploring levels. Even if you really like a shell, it’s only temporarily available to you, forcing you to adapt and keeping you from becoming complacent. Not being able to lock myself into a specific build let me experience far more of the options at my disposal, which kept combat fresh over the dozen hours it took to beat Another Crab’s Treasure. While you can insure a shell later in the game to guarantee you will respawn with it, this option comes late enough–and is expensive enough–that it doesn’t disrupt the dynamic or become a crutch yet also feels like a welcome option when it arrives.

Another Crab’s Treasure falls short during fights against tougher enemies and bosses. While mistakes can be incredibly costly in games like this, here they are more often than not fatal. Missing a block can easily get you stuck in an enemy’s attack string, and with tougher enemies, you can almost never take more than two hits without dying. This resulted in losing many, many fights because of one mistake. Losing because you didn’t execute a single block or parry can be extremely frustrating, especially the third or fourth time it happens against the same boss. The vast majority of my deaths came with most of my heals unused, because I lost all of my health without the opportunity to remedy the error. While generally the challenge in the game comes from there only being a little room for error, there are plenty of fights that feel like there is no room for error in a way that is unfair and frustrating.

Gallery

Another Crab’s Treasure also has multiple instances of unnecessary friction when it comes to quality-of-life features. New skills can only be learned by fast traveling to a specific place, instead of just at any checkpoint, putting multiple loading screens between unlocking a new skill and getting back to the action. There is trash to collect throughout the game that can be sold for additional microplastics (the equivalent of XP), but instead of being able to quickly use these items, you are once again required to fast travel to a specific location to cash them in. The skills vendor and junk vendor are also in different areas, so doing both at once takes even longer.

While not everything in Another Crab’s Treasure is as smooth as it should be, and some unforgiving enemies take away from the joy of the intense combat, the game is a solid take on the Souls-like genre nevertheless. It brings in fresh ideas with the shell system and a focus on platforming–traditionally an afterthought in the genre. And while Kril’s journey takes an act or two to find its footing, the places it goes make the ocean worth exploring.

Sand Land Review – Tanks A Lot

The main character in this open-world action-RPG adaptation of the late Akira Toriyama’s Sand Land is arguably its egg-shaped tank. Developer ICLA has crafted a game with a heavy emphasis on vehicular combat and traversal, which is a fitting design choice considering Toriyama’s love and passion for anything with a motor. You only have to glance at the number of vehicles featured in the Dragon Ball series to appreciate the legendary artist’s vehicular love affair. As iconic and instantly recognizable as Toriyama’s character designs are, his unique vehicle designs are just as evocative and essential to his signature world-building. Whether it’s a car, scooter, hovercraft, or airship, Toriyama’s anomalous designs are a delight, and Sand Land’s bulbous tank is one of his best, mixing his characteristics with historical influences to create a memorable piece of machinery. ICLA’s Sand Land might lack substance beneath its oozing style, but sitting behind the cockpit of some of Toriyama’s intricately designed vehicles is a near-constant treat, even if it falters elsewhere.

The first half of the game’s story is a faithful retelling of the original 14-chapter one-shot manga released in 2000. Set in the titular wasteland, Sand Land centers on a desert world suffering from an extreme water shortage, where sci-fi, fantasy, action, and comedy intertwine. You play as the rambunctious pink-skinned demon prince, Beelzebub, a video game-obsessed fiend who’s as good as gold despite his protestations otherwise. Alongside the stern-faced Sheriff Rao and your wise old pal, Thief, you embark on a quest to uncover a rumored water source that will hopefully restore Sand Land to life. The second half of the game’s narrative covers the brand-new events featured in the recently released anime adaptation. While the first six episodes of the show rehash the familiar ground of the manga, the last seven episodes function as a sequel to the original story, with Toriyama conceptualizing a fresh tale that sees Beelzebub, Rao, and Thief embroiled in a lopsided war after venturing into the neighboring Forest Land.

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Now Playing: SAND LAND – Official Story Trailer

Sand Land might not be as popular as Toriyama’s other works, such as Dragon Ball and Dr. Slump, but despite its niche nature, its recent resurgence isn’t without merit. The characters and world-building found in Sand Land are its greatest strength, and these elements are seamlessly translated into the game. The relationship between Beelzebub, Rao, and Thief is just as charming as it was on the page, while the game’s open world gives their conversations and banter space to breathe as you travel between locations. These moments excel when pulling lines straight from the manga, but pockets of incidental dialogue have a habit of repeating over and over again, which quickly becomes grating to the point where I wish I could’ve muted it completely.

Fortunately, the story itself is well told, meshing a whimsical child-like wonder with more profound explorations of prejudice, trauma, corporate greed, and the ecologism that exists in a world ravaged by humans. One of Sand Land’s main themes is a self-reflective notion not to judge a book by its cover, and Rao’s backstory focuses on the horrors of war and genocide and how they can still impact people decades after the fact. The entire core cast of characters is also well-layered, informed by their past lives while learning and growing as they unearth more information about the world and each other. The plethora of optional side quests tend to be verbose, even when their contents aren’t particularly interesting or original. Some of these tales do at least expand on Toriyama’s world-building, though, showing how regular people live and survive in the harshness of Sand Land’s vast desert landscape.

Aside from its narrative, another area where the game captures one of the manga’s core aspects is its focus on imaginative vehicles. You have access to various two- and four-wheeled machines that can be swapped on the fly as you traverse Sand Land’s open world. The iconic tank is the star of the show, sputtering fumes from its exhaust pipes as its undulating treadwheels glide over the sand; it’s surprisingly nimble despite its bulky frame, lending combat a sense of fluidity as you dodge incoming fire and pepper enemy tanks with your own booming cannon. You also have access to a secondary weapon–typically something automatic like a Gatling gun–that can be used to dispatch foot soldiers and some of the smaller beasts you’ll encounter. This creates a satisfying flow to combat as you swap between weapons while one is reloading and outmaneuver your enemies using the tank’s speed boost and inherent agility.

Customization is a significant part of the experience, allowing you to swap out either of the tank’s weapons with new and upgraded parts. There isn’t much variety in how these weapons handle, however–one cannon might fire slightly faster than another or inflict burning damage, but they still feel very much the same. Crafting new parts is also overly cumbersome, as the game doesn’t let you compare what you’re building with what you currently have equipped. Enemies scale to your level, too, so there isn’t a tangible sense of progression, even as you install new parts with higher damage output. This is disappointing and takes away from the customization’s potential. Even so, Sand Land’s tank-based action is still fun, with rewarding shooting, despite a lack of evolution. Additional cooldown-based abilities–of which you can equip one–add another element to combat. These can be focused on defense, granting you extra armor or an interception system that shoots down incoming missiles, or they can be more offensive abilities like an explosive laser or an outrigger that locks the tank in place, allowing you to rapidly fire the main cannon while stationary.

Additional vehicles include a motorbike, hovercar, dirt buggy, and jump-bot, among others. Each has its own set of weapons for use in a pinch, but these vehicles are primarily focused on traversal. The motorbike, for instance, is the fastest way to get around Sand Land’s open world, to the point where it can cross quicksand without sinking. The jump-bot, meanwhile, is a lumbering two-legged machine that lets you leap great heights to navigate the game’s various platforming sections. You might try the motorbike’s shotgun or the car’s guided-missile system in combat, but considering you can just swap to the tank at any time, the other vehicles feel superfluous once bullets start flying. The Battle Armor you unlock towards the end of the game is the only exception, mainly because it lets you uppercut enemy tanks into the air.

When you’re not piloting one of these vehicles, Sand Land takes a notable dip in quality. Being a demon prince, Beelzebub is no slouch when fighting hand-to-hand. There’s a typical mix of light and heavy attacks, plus a dodge, and you can unlock both passive and active abilities for Rao and Thief, including a personal tank Rao will pilot to help you out. Not that you’ll need much assistance. Sand Land’s melee combat is simplistic, with a string of light attacks all that’s required to defeat most enemies. Sometimes you’ll need to dodge incoming attacks–telegraphed by your opponent glowing red–and Beelzebub has a few unlockable abilities for dealing extra damage to more formidable enemies. Fighting multiple threats at once is its greatest challenge, only because there’s no way to swap between targets when locked on, resulting in an awkward back and forth. It doesn’t take long for this ponderous dance to grow stale, with the only saving grace being that melee combat isn’t too frequent.

The same can be said for Sand Land’s rudimentary stealth sections. Trial and error is the name of the game here, with an instant fail state present whenever you’re spotted. Fortunately, these clandestine moments are straightforward enough to navigate without attracting prying eyes. The main issue is that your crouched movement is slow and monotonous, offering a change of pace that wasn’t desired. Stealth also tends to occur in samey military bases, which is also an issue elsewhere. You’re forced to traverse the innards of near-identical crashed ships multiple times throughout the game, which only adds to the inane repetition of its stealth and melee combat.

The abundance of side quests are similarly bland, often tasking you with killing a certain number of enemies to either save someone or acquire crafting materials. Sometimes, you might have to search ancient ruins for a specific item or win one of the desert races, but you’re mostly just repeating the same tasks for different reasons. Most of these quests revolve around the town of Spino and your efforts to make it somewhere people would want to live. You’ll complete quests for the likes of traders and farmers that lead to them joining the town and gradually growing it throughout the game. The quests themselves might be dull, but watching the town’s progress is rewarding, especially when it comes with the convenience of putting everything you need in a single hub. It’s just a shame the process behind the town’s resurgence isn’t more engaging.

Gallery

The story behind Sand Land’s creation is funny but also sad in a way. Toriyama initially made Sand Land for his own personal enjoyment, devising a short story about an old man and his tank. However, the tank proved more challenging to draw than expected, and since Toriyama stubbornly insisted on drawing everything himself, he came to regret the idea. He persevered anyway, eventually releasing the manga for public consumption, and his pain was certainly our gain. Toriyama’s love of vehicles shines through in Sand Land and is where its most enjoyable moments reside. It’s disappointing that it flounders in other areas, particularly when it comes to stealth and melee combat, but ICLA has still managed to capture the heart and spirit of the original manga through its story, characters, and vehicular combat and traversal. Sand Land is bittersweet in many ways, but it’ss a testament to Toriyama’s talents as both an artist and storyteller that, despite its numerous flaws, it’s still worth playing.

Stellar Blade Review – Nier As It Can Get

What we let inspire us and what we pay homage to says a lot about the creations we make. Stellar Blade’s influences come from the last two generations of character action games and it wields them proudly, channeling not just ideas but themes, designs, and even stylistic flourishes from games like Bayonetta and Nier Automata. It is only through understanding where Stellar Blade comes from that one can begin to discern what it improves upon and where it falls short of the giants that developer Shift Up’s title wishes to stand on the shoulders of.

Stellar Blade puts you in control of Eve, a human arriving at a far-flung future Earth riddled with monsters known as Naytibas. EVE possesses superhuman powers, having been raised on a space colony and trained specifically to free what few survivors remain on the planet from the oppression of this omnipresent and existential threat. Along the way, the story takes a few twists and turns but largely stays in the realm of pulp science-fiction that is sometimes undermined by its own need to one-up itself. Characters change motives in service of plot twists at the drop of a hat and then resume their previous mindset without acknowledgement or comment. There are times that I wished the writing showed a bit more self-restraint rather than feel like the first season of a TV show throwing a hail-mary for a second.

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Now Playing: Stellar Blade – Beta Skills Gameplay Trailer | PS5 Games

The weight of the inconsistent quality of the writing tilts heavier towards Stellar Blade’s disadvantage, as occasional head-scratching side quests are followed up by decidedly compelling ones, though not as often as it should. Just when you feel fatigued with following waypoints, the game serves a side quest with unique content and boss fights or a narrative beyond looking for someone who it turned out already died. The main story grazes the surface of subject matter like transhumanism and moral relativity, but it does little with them. Stilted and stiff voice acting also does little to help you take the story seriously and often brings you out of it. Historically, the quality of a character action game’s story has scarcely mattered to the overall package, but those expecting something above the genre average should readjust expectations.

Where Stellar Blade does shine is in its moment-to-moment gameplay. The act of doing things, be they running full speed down the slope of a desert dune or fighting a cockroach monster that leaps out at EVE from behind a box, is genuinely quite fun. EVE is generally given a mission that involves her, a fair amount of dynamic set pieces, and a large number of monsters, and that formula is successful more often than not. There are a handful of missteps among these moments–jumping sections, occasional puzzles that task EVE with playing an arcade-like pipe-connecting game, a keypad variation on Simon Says, or a long Sonic-like tunnel surfing segment–that either do not synchronize with the game’s inherent floatiness or feel like diversions that never end, but it understands its own strengths most of the time.

Gameplay is bolstered by an interesting and exciting combat system that leans heavily on parries and dodges as its core foundation. Far from a combofest, Stellar Blade puts meat on the bones by feeding all your actions in battle into ultra-powerful special moves. Surviving through an enemy onslaught by deflecting attacks or dodging out of the way does more than keep your life bar intact, as it cranks up the dial of the moves you use to respond when you’re finally given that frame of opportunity. Defeat at the hands of an enemy can rarely be attributed to a surprise attack or a pattern that defies reaction time, but rather a lesson in understanding how it moves and how to employ your myriad options in response. Most of EVE’s deaths in combat suggests an invitation to come back armed with knowledge you did not possess the last time you crossed that threshold.

The larger issue, and what keeps Stellar Blade from surpassing its well-known muses, is that Shift Up’s title does not demonstrate a particularly learned display of pacing. This is not to say that Stellar Blade is too short; for the genre, it sits on the higher end of hour-counts. The problem is that individual sections of the game are entirely too long. Nearly every door you need to go through is locked or unpowered, leading to a detour to find the key or press the switch that opens the door you hoped to go through ages ago, making it a rarified occasion when you do simply walk through the path you expected. Things that should feel like set pieces you are meant to tear through start to feel overlong in their execution when tasked with fighting 30 enemies before you can get to the anti-air turret you’re meant to destroy while being fully aware that it is one of nine that need to be sought out before the level can end. Sections like this needed a hammer, not a scalpel.

In that sense, it is often like Stellar Blade wants to have its pacing both ways. On one hand, the game is constantly pushing you in a direction that feels like progression from a top-down perspective. On the other hand, a fair proportion of the game’s enemies feel like genuine threats that can destroy EVE in one strong combo and, by contrast, they take a fair number of special moves and attacks to finally rout. But by putting so many of them between you and the objective, those little moment-to-moment instances of fun begin to feel unwieldy and slightly tedious when stacked on top of each other. When the only real punishment for death is retreading the same combat-filled path once again, at some point that feels punitive enough.

The game’s structure sometimes allows for you to make your own pacing by completing missions largely centered in the game’s open fields. While large, these areas mostly funnel you down existing paths regardless of whether or not you can imagine a more creative trail. Most frustratingly, there are only two of these zones and both are themed after deserts–one subtropical, one semi-arid–meaning a prime opportunity for variety is wasted. A minimap desperately needed to be included for these more open areas rather than a separate and ill-used map screen. Moreover, the cutoff for side quests is surprisingly early into the game and explicitly warned to you, meaning you have to pack a lot of these missions in when they would feel better spread out over a longer period of time.

A mitigating factor for that occasional tiresomeness is the game’s soundtrack, which consists of banger after banger. Cruising through the desert doing sub-missions for hours feels almost zen-like when accompanied by the soft interjections of a vocalist’s crooning. Boss fights run the gamut from heavy metal to pop, all making appropriate aural partners to the sound of steel clashing against steel.

Similarly, Stellar Blade can often impress graphically, between giant set pieces that dazzle to rather stunning character models. The NPCs were clearly prioritized in different categories, with some looking like living plastic dolls and others reusing bits and pieces of other less-prominent characters, but the main cast generally impresses in both fidelity and animation.

While Stellar Blade’s non-linear areas offer little in the way of environmental variety, the main story stretches itself a little bit further. The game as a whole, barring a last-minute jaunt into a visually exciting new frontier, tends to take place in the ruined buildings and the tunnels beneath them. The post-apocalyptic setting allowed Shift Up to create any combination of elements and ambiance they wanted, so it is disappointing to delve into samey tunnels so often. A globetrotting adventure in the middle of a sci-fi world should inspire awe, but Stellar Blade only manages this with its environments in rare instances.

While exploring, you will also find mountains of loot from both treasure chests and enemy drops, but it never gets overwhelming. The vast majority of collectable items are resources given to various shopkeeps, with the occasional equipment drop hoping to fit your playstyle. Each equippable spine or gear can slightly alter the way EVE plays, but nothing makes such a dramatic difference that stats are completely unignorable. If you wish not to bother with them and only care about bigger numbers, Stellar Blade is happy to oblige.

Gallery

As for the game’s controversial sexiness, I found it to largely be nothing notable as either a pro or a con. The only time it became anything more than window dressing for me was a twinge of annoyance when quests or exploration yielded naught but another dress that gives no stat benefits. I would have preferred something that makes me stronger rather than yet another skintight suit, as if I did not already possess an inventory full of them. That EVE has breasts was immaterial to the rest of the game beyond her character model and only really novel in its opening hours.

Stellar Blade has a dreamlike quality in a way, which shouldn’t be misinterpreted as saying everything about it is fantastic. Rather, it is like one of those half-remembered dreams that sticks in the back of your mind the entire day. You recall vague details–a collapsing train yard, a ruined opera house, an Asian garden–and forget the blips in between. I came away from Stellar Blade having enjoyed the game quite a bit despite its foibles on the back of its incredibly strong systems. That its biggest weakness is that its tribulations can go on too long is perhaps praise from another perspective not my own.

There is a nagging question, though, that sticks in the back of my mind: Does this game rise to the heights its inspirers achieved? The conclusion I came to is no, but that it attempts so without falling on its face is remarkable enough. That it manages to be a great game in that pursuit is a true testament to the power of being galvanized by those that came before.

Anime News

Berserk On Blu-Ray Is Back In Stock – Snag A Copy Of The Popular Anime Before It’s Gone

The Blu-ray release of the original Berserk anime sold out immediately at Amazon when it launched last month. If you weren’t able to secure a copy, you have another chance to do so now. A fresh printing of Berserk is available to preorder on the Crunchyroll Store. Like Amazon, the anime juggernaut sold out of its initial batch of Berserk Blu-rays, so we wouldn’t be surprised to see it sell out again. Crunchyroll lists May 10 as the release date for the upcoming printing, so you won’t have to wait too long to start watching the anime that was adapted from Kentaro Miura’s legendary manga of the same name in 1997. Preorders are discounted by 20%, dropping the price from $60 to $45.

Set in a world of swords, sorcery, and gruesome monsters, Berserk is a captivating tale of fate and destiny, heartbreak and betrayal. Created by the late Kentaro Miura and spanning decades of chapters, Berserk is often hailed as one of the anime series of all time thanks to its dark story and stunning animation. It’s a show that you definitely don’t want your kids to see, and while it does make some changes to the saga, it’s still a faithful adaptation.

If you’re looking for even more Berserk, check out the excellent deluxe editions of the original manga, which are beautifully oversized hardcover volumes that give this wonderful manga the premium treatment it deserves.

Berserk Manga Deluxe Editions

Save On Video Games, Consoles, PC Hardware, And More At Best Buy This Weekend

Best Buy is running a three-day sale this weekend, offering big discounts on video games, laptops, PC hardware, audio equipment, and more. There are hundreds of deals available, but they’re only sticking around through Sunday, April 28. To help navigate the listings, we’ve put together a quick roundup of some of the noteworthy deals available in Best Buy’s three-day sale.

While all the deals we’ve picked out are available to everyone, it’s worth noting that My Best Buy Plus members get access to additional savings on select items included in the sale.


Video games

Elden Ring

Best Buy is cutting prices on select PlayStation, Xbox, and Nintendo Switch physical games. This includes big releases from last year, like Star Wars Jedi: Survivor and Dead Space for $30 each, which is a big drop from their normal $70 price tags. Fighting game fans can grab the recent Tekken 8 for just $50 and Mortal Kombat 1 for $$40, while souls-likers can snag Elden Ring for $40 and Lies of P for $45. And while there aren’t many Switch games in the sale, there are a few gems like Mario + Rabbids Sparks of Hope, which is on sale for $20 (was $40).


Gaming consoles and hardware

PS5 Slim + Marvel’s Spider-Man 2 bundle, Asus ROG Ally, Lenovo Legion Go

Best Buy’s gaming software deals are great, but the retailer is also discounting a selection of new gaming hardware, including a PS5 Slim console bundle that comes with a digital copy of Marvel’s Spider-Man 2 for just $450, which equates to a retail value of $570. PC gamers looking for a new way to play their Steam library on the go can also grab PC gaming handhelds like the Lenovo Legion Go for $700 (was $750) or the Asus ROG Ally for $400 (was $500)


Laptops and computers

iBUYPOWER Y60 Black gaming desktop, Acer Nitro V gaming laptop

For a more standard PC gaming experience, there are also numerous laptops and pre-made gaming PCs on sale from brands like Asus, Razer, Corsair, and more. For example, you can snag the Asus ROG Zephyrus G16 gaming laptop with an Intel 13th gen Core i7 CPU, GeForce RTX 4060, and 16GB of RAM for just $1,050 (normally $1,450).

As for desktops, the iBUYPOWER Y60 Black with an AMD Ryzen 9 7900X CPU, GeForce RTX 4070Ti Super, 32GB RAM, and 2TB NVMe SSD is down to $1,950 (normally $2,100) and includes a free month of Xbox Game Pass Ultimate

Along with the gaming rigs, select Apple Macbooks are on sale. While the savings aren’t as big as some of the other laptop deals, you can still save $150 on new MacBook Air and Pro models, such as the 14-inch MacBook Pro with Apple M3 Chip, 16GB RAM, and 1TB SSD for $1,850 (was $2,000).


Gaming accessories (PC and console)

Best Buy’s three-day weekend sale is also great for anyone looking to upgrade their gaming setup with new accessories. A bunch of SteelSeries accessories are on sale, including the Apex Pro TKL keyboard and the Arctis Nova 7 headset, both of which occupy spots on our best gaming keyboards and headsets lists, respectively. Similarly, one of our favorite gaming mice, the Logitech Pro X Superlight, is on sale for just $115 (was $160). PS5 players can upgrade their console’s storage space with the WD-Black SN850P 4TB NVMe SSD with a pre-attached heatsink, which is available for $350 (was $500).


TVs and monitors

Samsung QN800C Neo QLED 8K TV

Need a new display for your home theater or office? Well, this weekend is probably a good time to grab one since a bunch of TVs and PC monitors are on sale. The TV deals include 4K models like the Insignia F30 75-inch LED 4K and the high-end 75-inch Samsung QN800C Neo QLED 8K.

As for PC monitors, several great Samsung models are discounted, including the massive Odyssey G9 curved OLED monitor, and the smaller (and much more affordable) Odyssey G51C.


Audio

Bose QuietComfort Earbuds II, Sony WH1000XM4

Select speakers, soundbars, and headphones are also part of Best Buy’s sale this weekend. You can snag over-ear headphone models like the Apple AirPods Max or Sony WH1000XM4, and in-ear true wireless models like the Bose QuietComfort Earbuds II. If you’re looking for home theater audio deals, there are a bunch of soundbars and speakers on sale as well, a few of which on included in the list below.


More Best Buy deals

Those lists just scratch the surface of what’s available in Best Buy’s Three-Day Sale. There are tons of other discounts in other categories like home appliances, smartphones, and more–including a few collectibles like the massive Titan Cybertron Universe Metroplex Transformers toy. There are also clearance deals on Super Mario Lego sets and Pokemon Mega Construx kits. Oh, and you can snag discounted Disney Lorcana decks and booster pack boxes while supplies last.

Final Fantasy 16: The Rising Tide Review – Riding The Wave

It’s always a bit weird to go back to a game you finished for story-centric DLC, especially when the base game had a pretty definitive ending. However, those that have just a little bit more left in the tank can take the opportunity to give a game you really loved one more high note to end on. I often think of the Mass Effect 3 Citadel DLC as the best example–an oddly placed, yet near-perfect send-off. Final Fantasy XVI: The Rising Tide evokes similar feelings in that I was just happy to have an excuse to revisit that world and spend a bit more time with characters I cherished. While it does largely play out like more Final Fantasy XVI content, The Rising Tide fills in a few blanks left behind and lets you wield two new Eikons in a questline that reaches similar heights of the original game.

The Rising Tide questline is slotted into FFXVI right before the main game’s point of no return, making it feel like an impromptu diversion at a critical point in the story. That said, it is necessary, as many of the events leading up to the DLC provide the context around its story. As Clive, you and the crew are invited to visit a region called Mysidia–a quiet area tucked away in the north and cloaked under the veil of powerful magic to both conceal itself from the rest of the world and maintain a facade of bright blue skies. It’s a new area for the game that has its own interesting, isolated society and lets you explore a relatively small but vibrant region, and its stunning views remind you of how FFXVI uses its technical strengths to paint a vibrant and enticing world.

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Now Playing: FINAL FANTASY XVI – The Rising Tide DLC Release Date Trailer

Much of FFXVI was visually dour given its grim nature, so Mysidia’s tropical tinge is a refreshing contrast. But this isn’t a vacation for Clive–The Rising Tide revolves around the history of Leviathan as an Eikon that, like every other Eikon, was wielded in bad faith. Through the main scenario quests and sidequests, you learn about the people of Mysidia, their way of life, and their particular relationship with Leviathan. The people are self-sustaining and treat magic quite differently from the rest of Valisthea, and their leader, Shula, embodies their ethos as she accompanies you throughout the DLC. She’s not exactly a standout character in the grand scheme of things, but she is a solid anchor for The Rising Tide and provides a good enough excuse for dragging Clive off the beaten path. It’s a twist to the typical FFXVI plot beat and comes around to be a rather sweet story about breaking generational curses in a way that lends itself more to FFXVI’s softer side.

That’s not to say The Rising Tide doesn’t go hard, because like the base game, its blend of intense boss fights woven into impressive cinematic cuts remains the foundation here. Along with the new region are an additional dungeon and another larger-than-life Eikon battles. While the dungeon itself is quite short, the boss fight that awaits at the end of it features some clever and inventive mechanics that even impressed the Final Fantasy XIV Savage raider in me. FFXVI’s base game shares a lot of similarities with the MMORPG in terms of battle mechanics, and this remains true here, but a few twists caught me off guard and left me grinning when I was able to overcome them. And even if I could see it coming from a mile away, the build-up to another climactic Eikon battle and the arduous fight itself brought back that specific feeling of hype FFXVI was so damn good at evoking. The telegraphing of certain mechanics in the EIkon battle aren’t always great, so there is some trial-and-error as you bang your head against the wall to get through it. Still, figuring out how to resolve the mechanics along with pulling off nasty, weighty attacks as Ifrit was as gratifying as ever, matching the best of what the original game had to offer.

As a chapter all about Leviathan, being able to use the power of the iconic serpent is a definite highlight. Creative Business Unit III really said, “What if we gave Clive a gun?” and that’s essentially what they did. Leviathan is a projectile-focused Eikon power that has its own unique mode that turns Clive’s arm into a shotgun capable of blasting lethal chunks of water, and boy, does it melt away enemies’ stagger meter. For cooldowns, you also get a rapid-fire bubble blast and wave-like ability that starts from the sides and crunches small enemies together, making them easy targets for shotgun blasts or any other AoE spell you have lined up. There’s a satisfying feedback to landing shots and weaving between Leviathan’s moveset, and it’s great to see that FFXVI brand of action combat still had room for creative ideas.

On top of that, you also get to wield Ultima as an Eikon power, which allows Clive to hover with wings that can also violently swipe at mobs of enemies. Many of the cooldown abilities with Ultima are heavy and dramatic displays of power that aren’t exactly conducive to swiftly weaving into an attack rotation–if you just want to disrespectfully pummel enemies, Ultima is the Eikon for you. Ultima is unlocked by starting up the new content called Kairos Gates, which is part of the DLC’s package. It’s a run-based combat challenge where you gradually build Clive with boons and enhancements to help make it through a genuinely tough gauntlet of enemy hordes and remixed bosses. The menus and sound effects between rounds are encased in an old-school Final Fantasy presentation which is a cute touch, but these fights are anything but cute. If you’ve been wanting FFXVI to up the difficulty, it’s a decent, albeit straightforward, way to get more out of its combat.

The Rising Tide contains a handful of sidequests to fill out Mysidia, which offer rewards or unlock features for the region. These range from talking to NPCs, fetching items in the world, taking out certain targets, or some combination of those things–mostly continuing the typical FFXVI quest design, which wasn’t exactly its strong suit. Not that it’s surprising, but many of the conversations in the DLC still have that odd, stiff style of conversation via a cutscene that stood out like sore thumbs in the original game. It’s another one of those FFXIV-isms that don’t quite hold up when used in a highly produced, prestige-style game.

However, the DLC does use sidequests effectively in a few key ways. For one, they tend to be more combat-focused so they’re opportunities to sharpen those new Eikon-wielding skills. But after the DLC’s main scenario is done, a new batch of sidequests pop up to let the overall story breathe, and they’re vital for giving Shula and the people of Mysidia closure. I’m a bit shocked these are marked as sidequests considering how impactful they are in contextualizing The Rising Tide. And while the reward for completing all of it isn’t necessarily a tangible one, it’s an emotional payoff that provides instead brings some much needed warmth to FFXVI’s dark world.

The wonders of Mysidia are also represented in the new music for The Rising Tide. To the surprise of absolutely no one, composer Masayoshi Soken and his team were cooking once again. The main village of Haven has a catchy yet sorrowful acoustic tune that wonderfully captures the setting, and the beautiful overworld theme struck me as an extension of the bittersweet feelings I had playing through parts of FFXIV: Endwalker. The dungeon theme incorporates light electronic elements to communicate something inexplicably magical about the environment while also calling back to the main leitmotif used throughout FFXVI, as if to wrap the whole journey together through sound. While the Eikon boss battle theme is among the explosive and impressive tracks to hype you up in the moment, it’s the more calming music, where the emotional nuances of the adventure are delivered through the notes that make up the songs.

Playing through The Rising Tide was bittersweet. For all its flaws, I have a deep fondness for Final Fantasy XVI, so I was happy to have a strong hook to bring me back to Valisthea, even if it was a rather short-lived journey that wrapped up just as I was starting to vibe with the new setting, abilities, and characters. In several ways, The Rising Tide offers something I wish the original game had a bit more of in its story: vibrance and warmth. FFXVI was outwardly grim and dark–fitting what it was going for. But having this contrast that complements the core themes of the original game was a real treat, especially with some great gameplay twists along the way. The Rising Tide is an easy recommendation for those who enjoyed the base game, and a damn fine way to send off FFXVI.

These Adorable Final Fantasy Totes and Pouches Are Up For Preorder

It makes sense that a long-running franchise like Final Fantasy would have plenty of merch for fans to buy. But while a lot of it is just for show, there’s plenty of more practical stuff available as well, like these cute tote bags, small pouches and a shoulder strap for your phone that are now available to preorder. All of these items are adorned with iconic Final Fantasy critters like cactuars, tonberries and moogles. The designs are understated and charming, without any particular frills, making them perfect for a variety of uses.

Preorder Final Fantasy tote bags, pouches and smartphone straps

Gallery

While all of these bags are available for preorder, none have from release dates yet. Amazon says they’ll ship in January 2025, but the Square Enix store says October. In any case, all of the items are cheaper on Amazon. Fortunately for us, these items don’t seem priced to break your piggy bank.

In the meantime, if you’re looking for more Final Fantasy-themed merch, be sure to check out these collectible Final Fantasy VII figures that are also available for preorder. If you’re looking to check out the latest games in the series, you can grab Final Fantasy XVI for $45 at Amazon right now (down from $50), which just saw the new The Rising Tide expansion DLC drop on April 18 that adds a whole new gameplay chapter and a new Eikon power for players to master. There’s also the second part of the Final Fantasy VII remake trilogy, Final Fantasy VII Rebirth, that launched on PS5 earlier this year, and the upcoming Dawntrail expansion for Final Fantasy XIV online that drops June 28.

Music Legend K.K. Slider Announces Lego Animal Crossing Tour

Lego has revealed the latest character to join the Animal Crossing collaboration. Starting on August 1, people will be able to collect the legendary artist known as K.K. Slider.

The news comes the official Lego X/Twitter account where it posted a video of Slider jamming out, and it reads:

“K.K. is bringing some extra groove to the LEGO Animal Crossing range from August 1!”

Based on the video it appears that Slider will be a part of a set that includes the town hall from the game. There’ll also be another set inspired by Dodo Airlines.

It is worth mentioning that even though Slider is known for his voice and guitar-playing skills, he won’t be able to move or sing. In the video, LEGO made it a point to have the words ” K.K. minifigure doesn’t actually sing or move” at the bottom, meaning that the company has stripped him–and all earthkind–of his greatest gift. Even though Slider will be without a voice, he’ll still look great in any Animal Crossing set.

LEGO originally announced the Animal Crossing crossover late last year, but people weren’t able to buy any sets until a few weeks ago in March. There are various sets people can purchase, some of which include Isabelle’s House Visit, Kapp’n’s Island Boat Tour, Crossing Bunnie’s Outdoor Activities, and many more.

It’s also worth noting that Animal Crossing isn’t the only collaboration LEGO has had this year. Early this month, LEGO teamed up with Wizards of the Coast to create a massive Dungeons & Dragons set. The set includes iconic D&D monsters such as The Beholder, Gelatinous Cube, and the Owlbear.

High On Life Physical Edition And Official Graphic Novel Preorders Are Live At Amazon

One of the strangest games of 2022, High on Life, will receive a physical release for the first time on September 19. This physical edition of a shooter starring obnoxious talking guns extends its humorous creative liberties to its cover art. Along with a half-peeled alien “sticker,” the phrase “Game of the Year” is hastily scrawled on a faux duct-taped label. From a player interest perspective, High on Life essentially was the GOTY on Xbox Game Pass. At the end of 2022, Microsoft confirmed High on Life was the biggest launch of the year on the subscription service. It also held the title as the biggest third-party release on the service until Palworld stole the crown earlier this year.

Published by Limited Run Games, the physical edition of High on Life comes with the base game and the High on Knife expansion. This edition was initially revealed back in February as a Limited Run Games’ store exclusive, but it sold out pretty fast. If you didn’t snag a copy then, preorders are now live at Amazon. Presently, only the PS5 version is available to preorder. Fans of High on Life can also preorder the official graphic novel follow-up ahead of its publication later this year.

High on Life: Game of the Year Edition

Limited Run was also taking preorders on a cool collector’s edition earlier this year, but it too wasn’t available for long before all copies were snapped up. In case you missed it when it first came out, High on Life was a pretty colorful action game and a solid debut from Squanch Games, which was co-founded by Rick and Morty co-creator Justin Roiland. It’s worth noting that Roiland resigned from the studio after domestic violence allegations against him were revealed shortly after the game’s release, but the studio continues to operate without him.

As you’d expect, the game features a really weird plot about an alien cartel using humans as drugs–or basically, it riffs on that one season of Torchwood. As a bounty hunter tasked with taking down the menace, you’ll wield various talking guns with colorful personalities. Also, some of your firearms deliver so much foul language that they’d make a sailor blush. The High on Knife expansion is set a few years after the events of the main game, and kindly asks you to help the homicidal Knifey track down a mysterious package from his homeworld.

“Ultimately, High On Life is, in its own weird way, a take on what a modern Metroid Prime game could be, through the lens of Justin Roiland’s comedy antics,” Jason Fanelli wrote in GameSpot’s High on Life review. “There’s a similar sense of exploration mixed with fast-paced moments of combat, only here it’s also swelling with expletive-laden jokes and sometimes incoherent rambling.”

High on Life: The Graphic Novel

If you’d like to explore the universe of the game even further, the official graphic novel collects all four issues of the comic book series and is also set after the game, as humanity finds itself being hunted by a mysterious being. It’s up to the Bounty Hunter to once again bring justice to the stars. The four-issue arc mixes in a tale of redemption and zany cosmic violence for good measure.

The Art of High on Life

Lastly, you can check how the game came to be with The Art of High on Life, an official hardcover art book that released in March. It features nearly 200 pages of full-color illustrations of the game’s strange creatures, weird worlds, and grotesque gunplay, as well as expert commentary from Squanch Games.

Minecraft 1.21 Update Officially Named Tricky Trials, Adds A New Weapon

Mojang has revealed the name of its much-anticipated 1.21 update. Tricky Trials, as it’s named, will come with a host of new content, some of which the studio has shared alongside the name reveal.

But players don’t have to wait until Tricky Trails to see some new content in the game. As explained in a Minecraft Monthly video, players are now able to give their wolves armor, which can be crafted by Scutes dropped by armadillos as a part of the Armored Paws update. On top of that, players will also have the option to dye the armor to personalize it more.

Mojang has also announced that Realms Plus is now available. The difference between this and the normal Minecraft Realms is that Realms Plus features an in-game social feed called Realm Stories, monthly character creator items, improved render distance, and more.

Those looking forward to playing the Ominous Trails can do so, as long as they’re playing in Java Snapshot, Bedrock beta, or Minecraft preview. In the Ominous Trails, players drink from a bottle and enter a chamber where they’ll be forced to fight mobs. Those who survive will be rewarded with the Ominous Trail Key, which will reward players with various items via a Vault.

In addition to the Ominous Trail Key, a new melee weapon is being introduced. Players will now be able to use a Mace. What makes this weapon different from the others is that it encourages you to drop from high places. If players land the attack, they’ll be safe from fall damage, but if they miss, they’ll receive all the damage. Players can test out the Mace now by playing Java Snapshot, Bedrock beta, or Minecraft preview.

Five new paintings will be coming to the game. In Minecraft tradition, the new paintings are inspired by real-world art. Console players can finally play Hardcore mode in Bedrock beta or Minecraft preview. In this mode, once players die, they can’t respawn, unlike in the normal mode.

As the video continues, they name various features that’ll be introduced in the 1.21 update, which include:

  • Decorative Copper
  • Tuff blocks
  • The Crafter
  • Copper Bulbs
  • The Breeze
  • Trail Chambers
  • Trial Spawners
  • Vaults
  • The Wind Charge
  • The Bogged
  • Armor Trims
  • Banner Patterns
  • Pottery Sherds
  • Music Disc

Further in the video, Agnes Larsson, the Minecraft vanilla game director, explained the reasoning behind calling the 1.21 update Tricky Trials. Larsson explains that it felt like a given to add trails because of the Ominous Trail. The tricky aspect came from the challenges players will face, and tricky feels like “this quirky Minecraft personality.”

The Tricky Trials update doesn’t have a release date yet, but it’s expected to be available later this year.

Why Are Video Game Adaptations Good Now? | Spot On

From the moment Bob Hoskins and John Leguizamo slid into their matching overalls and unleashed Super Mario Bros. on to the world back in 1993, video game fans have wondered: can video game adaptations ever be… good? For years, it seemed as if the answer was a resounding no. While some films were decent, the vast majority left a lot to be desired–such as good dialogue and storylines that, you know, made sense. Recently, however, everything has changed.

In the past few years, Netflix has earned not only financial success but critical-acclaim with its television adaptations of Castlevania, Arkane, Cyberpunk: Edgerunners, and The Witcher. Just last year, HBO delivered a The Last of Us adaptation worthy of the coveted “prestige tv” status, while Amazon Prime’s Fallout series has already left fans eager for its next season. And it’s not just video game-related television shows that are finding success. The Super Mario Bros. Movie was the second-highest grossing film of 2023, surpassing Oppenheimer and every super hero movie released that year.

So, what happened that made video game movies, well, good? And more importantly, what does all this mean going forward? Tam and Lucy discuss the game-to-film pipeline, what’s changed, and how this movement is fantastic for indie games with interesting narratives–such as El Paso, Elsewhere and Dredge–which now have movie deals of their own.

Spot On is a weekly news show airing Fridays in which GameSpot’s managing editor Tamoor Hussain and senior producer Lucy James talk about the latest news in games. Given the highly dynamic and never-ending news cycle of the massive video game industry, there’s always something to talk about but, unlike most other news shows, Spot On will dive deep into a single topic as opposed to recapping all the news. Spot On airs each Friday.

Manor Lords – Best Game Settings And Difficulty Options

So, you’ve decided to play Manor Lords. This strategy game from Slavic Magic sees your character grow a village from humble beginnings to economic and military powerhouse. Still, you might be wondering about the ideal options when starting your playthrough. Here’s our guide on the best difficulty options and game setup for Manor Lords.

Table of Contents [hide]

What are the difficulty options and best game setup in Manor Lords

After you’ve spent some time designing your ruler’s coat of arms, you’ll see the Game Setup screen. This presents you with several scenario templates and options related to AI behavior, supplies, and events.

Game setup options

Here are the most notable options from the Manor Lords game setup screen:

  • End goal – This determines how you’ll win the campaign:
    • Growth – Reach “Large Town” settlement level.
    • Conquest – Claim all regions.
    • Domination – Defeat other lords by claiming their territories; can only be selected if there’s an off-map adversary.
    • None – Endless play with no completion goal.
  • Off-map adversary and AI aggressiveness – There’s an AI lord located off-map, but they control a couple of regions at the start. AI aggressiveness determines whether this lord will not press claims on your lands or will press claims at will.
  • Raiders and bandits – Think of these hostiles as regular mobs you need to handle occasionally. You can set the frequency of raids, the years when there would be no raids, and the number of bandit camps that spawn on the map.
  • Residential requirements and approval – Your villagers have needs that should be met. Failure to do so impacts the growth of your town.
  • Starting season – Starting during spring means you can farm early, whereas a winter start date is just asking for trouble due to a lack of supplies and unpreparedness.
Tweak the settings as you see fit, including the frequency of raids, the presence of a rival lord, and the starting season.

Starting out: Rise to Prosperity scenario

Manor Lords offers three scenario templates, each with predetermined settings. However, you can still tweak each setting manually. Template difficulties–Relaxing, Default, and Challenging–change all the settings.

The first scenario template is Rise to Prosperity, and we think it’s the best game setup in Manor Lords. The primary goal is to grow your town. There’s no off-map adversary, and there are no bandits/raiders either. For the most part, you can think of this as a way to learn the basics of the game, with a game flow more similar to a town management sim.

Rise to Prosperity is a good pick for your first playthrough, since it focuses solely on economics and town-building.

On the Edge, meanwhile, is for those who want a bit of a challenge. The key difference here compared to Rise to Prosperity is the presence of bandit camps, as well as frequent raids. This time, you have to grow and defend your town from encroaching enemies.

Facing a rival lord: Restoring the Peace scenario

Finally, there’s Restoring the Peace, which now includes an off-map adversary. Your initial concerns are the bandits and raiders near your lands. Once you’ve fended them off and feel ready, you can challenge the baron to capture the remaining territories. Domination is the end goal here, which means you have to ensure that the baron no longer holds any region on the map.


This is everything you need to know about the difficulty options and game setup in Manor Lords. How you approach the sandbox campaign is entirely up to you. We recommend starting slow so you can learn how to manage your town and residents first. Still, if a peaceful and relaxing time isn’t your jam, then a bit of medieval warfare might suffice.

Eiyuden Chronicle Devs Open Up About Murayama’s Passing And Going Beyond A Suikoden Successor

As the number of video game remakes, remasters, and spiritual successors grows, so does the hesitation surrounding these projects. Though some might see these games as loving homages to the art and stories that made us who we are, it’s just as easy to see them as attempts to bottle lightning–or perhaps, more accurately, nostalgia. So, how do these games set themselves apart? Well, as Rabbit and Bear Studios’ debut title Eiyuden Chronicle: Hundred Heroes–a spiritual successor to legendary RPG Suikoden–proves, having a team of veteran developers united under a beloved series’ creator is a great place to begin.

Rabbit and Bear Studios launched back in 2020, with four ex-Konami developers at its helm: character designer Junko Kawano of Suikoden fame, Castlevania: Aria of Sorrow director Junichi Murakami, Suikoden and Silent Hill’s Osamu Komuta, and Suikoden’s creator, the late Yoshitaka Murayama. The team came together with a very clear purpose: to create the game the four of them had always dreamed of making, Eiyuden Chronicle: Hundred Heroes.

Nowa and Lian address their comrades.

“All of us are ex-Konami, so we’d meet up and drink together sometimes,” Junko Kawano told GameSpot. “One time when we were drinking and talking to each other, we sort of realized that we’ve reached a good age, and that we really wanted to develop a game that we were deeply interested in together. So we decided to form the studio.”

After the studio had been formed and the team cemented their vision for the title, they decided to launch a Kickstarter to help fund the project. Though the studio opted to not explicitly refer to it as a spiritual successor to Murayama’s Suikoden series in the description, fans quickly made a connection between the team’s vision and the critically acclaimed series. Within three hours, Rabbit and Bear raised over $500,000, exceeding the initial goal they had set for themselves.

In the days that followed, stretch goals were added, with the promise of a companion game being released if the studio hit its astronomical end goal of $4.5 million–it did, and Eiyuden Chronicle: Rising was released on May 10, 2022. However, massive crowdfunding success–and the weight of being an assumed spiritual successor–comes with a lot of pressure.

“Since I am the person least involved with Suikoden, I think I’m also the one most outside of all the pressure. It [was] probably the easiest for me,” art director Junichi Murakami said. “However, I know a lot of the people at Konami. I understand the feeling and the weight of that title. Even if I am not directly related to that title, I know I am making a game with those members. I feel that pressure.

“The target for us was really how much we could realize the thing that Murayama-san wanted to achieve. In that sense, I believe Murayama-san was actually under the greatest pressure,” Kawano added.

Yet for as much pressure as Murayama had placed upon him, Kawano, Murakami, and Komuta made it clear he was driven by a very specific vision for his next–and regrettably final–project. From the very beginning of Eiyuden Chronicle’s development, Murayami knew who the game’s protagonists would be. He had a clear idea of what they would look like, how they would fit into the world, and how their stories would collide and conclude. He conveyed this all to his team, who then set out to bring his visions to life while also showcasing the experience and artistry they had acquired over decades of working in game development.

“I started by learning about the setting made by Murayama-san. For the main characters, he gave me the information first. So I knew this would be their age, this was the kind of weapon they would carry …Even some of the hair colors were predetermined,” Kawano said. “I took all the information I received from Murayama-san and came up with different versions of these characters. And then he said, ‘Yes. Now keep going.'”

Nowa and party members stand by a fountain.

As the latter half of Eiyuden Chronicle: Hundred Heroes name implies, the team–and particularly Kawano–then created over a hundred recruitable characters for the game. Throughout development, it became a group effort to balance these characters–ensuring each one had an interesting design and role in Eiyuden Chronicle, while also making sure the game’s core thread and main cast weren’t buried underneath it all. It’s a delicate balancing act that, Komuta says, can be “difficult to strike.”

“As for the characters related to the main story, Murayama-san had determined their stories so the backbone was already established,” Komuta told me. “However, for the characters other than the main characters, the timing in which they join, their background, and how that person develops, was more open. There was a setting, but we had to actually deepen the story and the design.”

Thanks to Murayama’s fantastical setting, the sheer amount of characters that needed to be designed, and Rabbit and Bear Studios’ own creativity, the team was able to dream big while filling out Eiyuden Chronicle’s roster. From Mellore, a self-proclaimed magical girl adorned in a Sailor Moon-esque uniform, to Kawano’s favorite character, a luchador named El Alicante, Eiyuden Chronicle has quite the colorful cast–and I’ve yet to even mention the giant, sword-wielding kangaroo.

That’s not to say, however, that there aren’t plenty of realistic or edgy characters in Eiyuden Chronicle as well. It might come as little surprise given Murakami’s history with the Castlevania series, but his favorite characters were a pair of “cool-type” women he created.

“Mio and Hildi are my favorites. Mio is a woman samurai warrior and then Hildi is the assistant commander to Seign, and I actually created both of them by myself. Both of them are women with a “cool-type” personality because…” Murakami gave a coy smile, and I watched as both Kawano and Komuta began to laugh. “I like cool women.”

Similarly, Komuta shared that his favorite character was also a strong woman: General Elektra.

“Originally, Elektra was not supposed to participate in battle, but because I liked her so much, I asked Murayama-san and Murakami-san if we could increase the number of characters so we could add her,” Komuta said.

General Elektra.

Though Murakami might not have been in charge of designing all Eiyuden Chronicle’s characters, implementing them into the game’s hybrid art style fell upon his shoulders–and, according to Murakami, this process was difficult and time-consuming. Similarly to Octopath Traveler, Eiyuden Chronicle places expressive, 2D character sprites atop 3D environments to create an experience that feels lush and modern, as well as in line with its ’90s-RPG roots. Though I found the end result beautiful and extremely natural-looking, Murakami said ensuring that was the case took the team about two years.

“Merging those art styles is actually very, very, very hard,” Murakami said. “It took us more than two years because you have to make sure all your 3D angles and camera work do not disrupt the 2D expressions, or make them look placed unnaturally, or clip anything… It actually took a lot of time to make it seem perfectly natural.”

Merging the old with the new was a recurring theme in Eiyuden Chronicle’s development. Komuta, for example, recalled the team having a conversation around a classic, ’90s-RPG feature that some were worried might be a little outdated: the save point.

“We did have a discussion,” Komuta said. “The save point was actually very important to Murayama-san’s concept, as it gives you an indication of how the scenario is progressing. He had a strong focus on conveying when the game could naturally be suspended by using a save point. But on the other hand, in order to strike a balance between this classic feature and something modern, we incorporated some auto-save functions. We want to have a good balance between the modern and the classic.”

Some things, however, were set in stone from the beginning–including the game’s music. When it comes to which musicians would create Eiyuden Chronicle’s score, Murakami said that even before launching their Kickstarter, the team was set on two artists in particular: Michiko Naruke and Motoi Sakuraba.

“We knew that, alongside the four of us, they would really be the core and one of the strongest appeals of this project,” Murakami said. “In that sense, we knew we wanted Michiko Naruke and Motoi Sakuraba to join us. We felt they were artists that really represented Japan while also being well-known overseas.”

Both Naruke and Sakuraba have an impressive number of well-received games under their belt, with Naruke’s most notable work being her arrangements for the Wild Arms and Super Smash Bros. series. Meanwhile, Sakuraba’s portfolio includes a number of titles from the Tales, Star Ocean, Golden Sun, Dark Souls, and Mario sports series. Together, the pair created a soundtrack both I and GameSpot’s reviewer found “superb,” and truly proves Murakami correct: These artists did contribute significantly to Eiyuden Chronicle’s core appeal.

Nowa approaches a character waiting on the docks.

Other factors that add to Eiyuden Chronicle’s appeal are simply how much fun it lets you have and its sheer replayability. According to Komuta, the timing in which you add a character to your party can change the script and how the character speaks, enticing players to replay and attempt to grab characters at different points throughout the game.

“There are certain scripts you cannot hear in the early scenario because they are tied to a character becoming a member in the latter part of the game. So in that sense, if you are replaying the game, you can maybe find these characters in their first place and hear a different script if you previously picked them up in the second place. For all of those characters, we have prepared those scripts,” Komuta said.

Additionally, some of the game’s recruitable characters are optional, meaning it’s very easy to miss them your first time playing. And yet, this is a very intentional part of Eiyuden Chronicle’s design, Komuta said. According to Komuta, “How you find heroes and members of your party is a fun and important part of the game.” He then added there is one character in particular, hidden within a hidden dungeon, that he recommends players try to find. “It’s fun,” he said with a laugh.

Kawano and Murakami also pointed out that some of the game’s funnier moments–such as the theater and the hot springs–play out differently depending upon your current team composition.

“The theater, I think, is interesting. In both the Japanese and English versions, the voice cast acts according to the ongoing story. You can actually have different [character] combinations and different things will happen according to these combinations,” Kawano said.

Keeping in line with his more mischievous statement earlier, Murakami said the onsen–or hot springs–was one of his favorite parts. Naturally, all three of the founders began to laugh.

“I think fans will have fun with the hot spring scene. I want you to actually find and watch all of the hot springs scenes with all of the characters. Particularly when they enter the bath.”

Nowa and his party members relax in the hot springs.

In the few hours I spent with Kawano, Murakami, and Komuta, I can’t count the number of times their laughter filled the room. From the team chuckling while sharing stories about the game’s development, to a near teary-eyed Komuta giggling as I explained that, in English, we call cats kneading “making biscuits,” there was this sense that this team exuded levity and joy. The founders stated that Murayama was perhaps the most joyous of all of them, constantly dreaming, laughing, and inspiring their work. When I shared my condolences and asked how things have been at the studio since his passing earlier this year, I could feel the weight of his loss begin to fill the room.

“It was a big shock to us,” Kawano said. “We were already in the process of producing the title and the release date had already been determined, so we were in this final stage and not really able to halt production.”

“In that sense,” Murakami added. “It was almost a relief. We had to apply and concentrate ourselves–we haven’t had time to lament his death. We have to keep going.”

Komuta nodded in agreement with Murakami, before adding in something that warmed my heart.

“Fortunately, Murayama-san was involved in the final adjustments, so we were able to really complete this title.”

Before our time was up, I asked the team what they thought really distinguished Eiyuden Chronicle: Hundred Heroes from being a Suikoden successor. Ultimately, Komuta said that the team’s experience, desires, and approach to creation are what elevates it.

“There is no member of staff involved in development who thought we were just making a sequel to Suikoden,” Komuta said. “No one was thinking like that, or came at it from that place. It ultimately is a totally different game.”

And yet, I don’t think it’s inaccurate or wrong to say that, in many ways, Eiyuden Chronicle: Hundred Heroes is a spiritual successor to Suikoden–and a worthy one, at that. To be one of the handful of studios that can bottle lightning–that can create an experience that makes players fondly recall playing one of their favorite games–is an incredible feat. Yet at the same time, it’s much more than that.

Eiyuden Chronicle is a game four friends decided to make over drinks and jokes about needing to get started before they got any older. It’s a game that seeks to grant nearly three decades of wishes made by both Suikoden fans and the series’ creators. And most importantly, it’s a shining example of an artist’s final work fully realized. It is wondrously cathartic to know Murayama was there to deliver the last rounds of edits and adjustments–to know that he was there to witness his vision brought to life. And yet, it is perhaps just as beautiful to see how deeply his dreams inspired his three dear friends, each of whom have spent the last few months ensuring the rest of us could see them, too.